N
부산연구원 아카이브

부산 VR 생태계 현황조사 및 산업화 연구

저자
권수미
정보분류
학연연구
발행년월
2016년 12월
발행부서
연구기획실
  • 목차
  • 표목차
  • 그림목차
요약 제1장 서론·················································································1 1. 연구의 배경 및 목적····························································· 1 2. 연구내용 및 연구방법··························································· 3 1) 주요 연구내용··································································· 3 2) 연구방법············································································ 5 제2장 이론적 연관 모델 및 사례연구··································9 1. 산업 클러스터 및 산학연관 협력모델 이론······················· 9 2. 상암-판교 클러스터 VR산업 허브화 모델······················· 13 3. 시사점··················································································· 17 1) VR클러스터 구축을 위한 인프라 확립······················· 17 2) 산학연관 협력모델의 유효성········································ 19 3) 스마트센텀 엔터테인먼트문화 조성····························· 21 제3장 VR 생태계(CPND) 현황·················································24 1. 글로벌 기술동향 및 비즈니스모델 구축 현황················· 25 1) 글로벌 기술트렌드 동향 : VR은 제4차 디지털 플랫폼의 출발점 ············································································· 25 2) 특징 : VR헤드셋 중심 플랫폼 비즈니스모델 구축 및 시 장 경쟁 ··········································································· 58 3) 중국 및 일본의 VR산업 동향 및 특징······················· 66 2. 상암-판교 클러스터 CPND 현황······································ 87 1) CPND 특징 : 국내 VR산업 동향································ 87 2) 2016 코리아VR페스티벌 의의··································· 103 3) 대기업 동향 : 롯데, CGV, VR 조선························ 107 3. 부산VR(BVR) 클러스터 CPND 현황······························· 111 1) CPND 특징 : 50인 VR전문가 인터뷰 결과············ 112 2) BVR R&D 과제 : R&BD와 Bustar 정비················· 117 3) VC로서 크라우드펀드 현황 : 금융권 및 다양한 콘텐츠 제작지원 ······································································· 121 4) 중국진출 사례 : 항조우/리쉐이 한국기업 지원센터 소개 및 비틀 사례 ································································ 131 5) 지스타와 차이나조이 : 상생의 차별화 가능성········ 141 6) IP를 통한 BVR 콘텐츠 부가가치 전망 : 부산웹툰 IP 융합 비전을 통한 BVR 비즈니스모델······························· 162 7) 지속가능한 BVR 선제조건 : 급변·유동적인 트렌드 대응 의 BVR거버넌스·························································· 189 제4장 부산VR(BVR) 사례 :‘사업에서 산업으로’전망·····199 1. 사례 1 (B2B) : 부산가상증강현실융복합센터 ·············· 201 1) CPND 특징 : 부산정보산업진흥원(BIPA) 지원현황 201 2) 산업 전망 : 선도기업 유치 전망 및 인디VR 토양 저변화 기대 ··············································································· 203 2. 사례 2 (B2B) : 인디 VR게임·········································· 214 1) CPND 특징 : 부산정보산업진흥원(BIPA) 지원현황 214 2) 산업 전망 : 2016 BICFest를 통해본 부산 인디 VR게임 의 비전 ··············································································· 221 3. 사례 3 (B2B) : VR시네마················································ 231 1) CPND 특징 : 부산영상위원회(BFC) 지원현황········ 231 2) 산업 전망 : 새로운 영상문법 과제를 안고 출발하는 부산 VR시네마······································································ 233 4. 기타 : B2B 및 B2C 비전················································· 241 1) 일반제조업과 VR의 융합 비전·································· 241 2) 니치마켓 지역특화 VR사업 전망······························ 245 제5장 결론 : BVR 비전 및 과제·········································254 참고문헌 ······················································································· 262 부록 1. 글로벌 모바일게임 퍼블리셔 리스트·································· 268 2. 인터뷰 보고서 사례 2 ·························································· 271 3. Special Thanks ··································································· 275